3rd Person Laser Sight

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Mr_Scorpion
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3rd Person Laser Sight

Post by Mr_Scorpion » Tue Feb 17, 2015 2:09 pm

I was wondering if anyone knew what .dxtbz2 effect this uses so maybe I can make it more visible on brighter maps.

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MrTwosheds
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Re: 3rd Person Laser Sight

Post by MrTwosheds » Tue Feb 17, 2015 10:11 pm

I think it's probably an effect generated by bz2 and doesn't use a texture.
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Mr_Scorpion
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Re: 3rd Person Laser Sight

Post by Mr_Scorpion » Wed Feb 18, 2015 7:51 am

Is there a way to perhaps change the color of it or something without it causing bad assets? Do you happen to know where this effect render is located? Like which .cfg file?

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Nielk1
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Re: 3rd Person Laser Sight

Post by Nielk1 » Wed Feb 18, 2015 2:54 pm

check for mentions of smoke2 or vsmoke in the change log. I know it was duplicated a few times due to how often it was used so it could be modified without effecting other elements. That might also effect the laser, might not.

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Re: 3rd Person Laser Sight

Post by MrTwosheds » Wed Feb 18, 2015 4:01 pm

Vsmoke is the moving UI background texture.
I think the laser's are just red beams generated by the engine, I can't recall ever even finding an odf for them. I would certainly have modded them to be very much thinner and less obvious if I could.
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General BlackDragon
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Re: 3rd Person Laser Sight

Post by General BlackDragon » Wed Feb 18, 2015 4:22 pm

IF it uses any texture, it might use the vsmoke for the headlights.
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Nielk1
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Re: 3rd Person Laser Sight

Post by Nielk1 » Tue Feb 24, 2015 4:20 am

MrTwosheds wrote:Vsmoke is the moving UI background texture.
I think the laser's are just red beams generated by the engine, I can't recall ever even finding an odf for them. I would certainly have modded them to be very much thinner and less obvious if I could.
I wasn't talking out of my ass you know, best check what I say before discounting it.

Code: Select all

- Not listed as a bug, but I decided to do something about this.
vsmoke.tga was hardwired in three separate places in the code. Made
all three of the places point to different textures now:

vsmoke_selectiondisplay.tga - used by SelectionDisplay.cpp
vsmoke_conetex.tga - cone texture, used in lights(?)
vsmoke_interface.tga - used to highlight UI backdrops, e.g. large windows

   Mods that had their own vsmoke.tga (and there's apparently a lot),
will need to copy that texture to the three new names. Or, it'll use
the one in patch13.pak. Also, restored gsplat.tga, raindrop.tga, and
wsplat.tga to the full res sizes found in data.pak. They were shunk
earlier as an optimization, but now that they're dxtgen'd, the
graphics card should have enough info to pick the right mip on the
fly. [NM]
Try messing with vsmoke_conetex.tga

Nice how no one bothered to actually look when told.

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